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CoddyTech

One Axis at a Time

Part of the Worlds section of Coddy's Pygame journey. Lesson 19 of 35.

Your collision code moves and fixes x, then moves and fixes y. This starter moves both and fixes once. Run it and walk right: the player snaps backwards along the floor.

player.x += dx
vel_y = min(vel_y + GRAVITY, MAX_FALL)
player.y += vel_y
on_ground = False
for wall in walls:
    if player.colliderect(wall):
        if dx > 0:
            player.right = wall.left
        elif dx < 0:
            player.left = wall.right
        if vel_y > 0:
            player.bottom = wall.top
            on_ground = True
        elif vel_y < 0:
            player.top = wall.bottom
        vel_y = 0

Standing on the ground, gravity moves the player 1 pixel down into the ground every frame. Moving right in the same frame, the player overlaps the ground tile under it, and the code cannot tell why. It sees dx > 0 and puts the player's right side at that tile's left side: backwards, along the floor.

One overlap, two moves, no way to know which move caused it. With one axis at a time, every overlap has one cause. After the x move the player is not yet in the ground, so only real walls stop it. After the y move, the overlap can only come from moving along y.

challenge icon

Challenge

Medium
  1. Split the movement: player.x += dx and a loop over walls that fixes only x.
  2. Then gravity, player.y += vel_y, on_ground = False and a second loop that fixes only y.

Try it yourself

import pygame

TILE = 36
SPEED = 4
GRAVITY = 1
JUMP = -15
MAX_FALL = 12

LEVEL = [
    "................",
    "................",
    "................",
    "....P.....###...",
    "................",
    "................",
    "...####.........",
    "............#...",
    "#.......#...#..#",
    "################",
]

pygame.init()
screen = pygame.display.set_mode((576, 360))
pygame.display.set_caption("One Axis at a Time")
clock = pygame.time.Clock()

background = pygame.image.load("assets/backgrounds/clouds.png").convert_alpha()
block_img = pygame.image.load("assets/images/block.png").convert_alpha()
player_img = pygame.image.load("assets/images/player.png").convert_alpha()

walls = []
for row, line in enumerate(LEVEL):
    for col, char in enumerate(line):
        if char == "#":
            walls.append(pygame.Rect(col * TILE, row * TILE, TILE, TILE))
        elif char == "P":
            start = (col * TILE + TILE // 2, row * TILE + TILE)

player = player_img.get_rect(midbottom=start)
vel_y = 0
on_ground = False

running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False
        elif event.type == pygame.KEYDOWN and event.key in (pygame.K_SPACE, pygame.K_UP):
            if on_ground:
                vel_y = JUMP
        elif event.type == pygame.KEYUP and event.key in (pygame.K_SPACE, pygame.K_UP):
            if vel_y < -4:
                vel_y = -4

    keys = pygame.key.get_pressed()
    dx = 0
    if keys[pygame.K_LEFT]:
        dx -= SPEED
    if keys[pygame.K_RIGHT]:
        dx += SPEED

    player.x += dx
    vel_y = min(vel_y + GRAVITY, MAX_FALL)
    player.y += vel_y
    on_ground = False
    for wall in walls:
        if player.colliderect(wall):
            if dx > 0:
                player.right = wall.left
            elif dx < 0:
                player.left = wall.right
            if vel_y > 0:
                player.bottom = wall.top
                on_ground = True
            elif vel_y < 0:
                player.top = wall.bottom
            vel_y = 0

    for y in range(0, 360, 72):
        for x in range(0, 576, 72):
            screen.blit(background, (x, y))
    for wall in walls:
        screen.blit(block_img, wall)
    screen.blit(player_img, player)
    pygame.display.flip()
    clock.tick(60)

pygame.quit()

All lessons in Worlds

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